Merge pull request #3082 from aws-lumberyard-dev/MultiplayerForwardDeclControllerErrorFix

Fix Multiplayer AutoComponent Delete Incomplete Type Compile Error
This commit is contained in:
puvvadar
2021-08-20 09:52:11 -07:00
committed by GitHub
3 changed files with 7 additions and 3 deletions
@@ -1850,7 +1850,7 @@ namespace AZ
* {
* // do any conversion of caching of the "data" here and forward this to behavior (often the reason for this is that you can't pass everything to behavior
* // plus behavior can't really handle all constructs pointer to pointer, rvalues, etc. as they don't make sense for most script environments
* int result = 0; // set the default value for your result if the behavior if there is no implmentation
* int result = 0; // set the default value for your result if the behavior if there is no implementation
* // The AZ_EBUS_BEHAVIOR_BINDER defines FN_EventName for each index. You can also cache it yourself (but it's slower), static int cacheIndex = GetFunctionIndex("OnEvent1"); and use that .
* CallResult(result, FN_OnEvent1, data); // forward to the binding (there can be none, this is why we need to always have properly set result, when there is one)
* return result; // return the result like you will in any normal EBus even with result
@@ -445,8 +445,8 @@ namespace {{ Component.attrib['Namespace'] }}
static AZStd::unique_ptr<Multiplayer::IMultiplayerComponentInput> AllocateComponentInput();
{{ ComponentBaseName }}() = default;
~{{ ComponentBaseName }}() override = default;
{{ ComponentBaseName }}();
~{{ ComponentBaseName }}() override;
void Init() override;
void Activate() override;
@@ -1490,6 +1490,10 @@ namespace {{ Component.attrib['Namespace'] }}
{% endif %}
}
{{ ComponentBaseName }}::{{ ComponentBaseName }}() = default;
{{ ComponentBaseName }}::~{{ ComponentBaseName }}() = default;
void {{ ComponentBaseName }}::Init()
{
if (m_netBindComponent == nullptr)